Did you know that you already possess all it takes to be a fantastic tabletop roleplaying gamer? You can tell great stories, with great people, and have fun! In this episode, Clint speaks with veteran game designer and life-long gamer, Robin D. Laws. With over 30 years of experience he is uniquely qualified to talk about playing to your personal strengths and your responsibility as a player while playing tabletop games.
Connecting with Robin D. Laws:
- Bluesky Social - @robindlaws.bsky.social
- Mastodon Social - @robindlaws@dice.camp
Upcoming Projects Mentioned by Robin:
- Cassilada’s Song - Click Here
- 1st Edition - Click Here
Items mentioned during episode:
- The Yellow King Roleplaying Game (Print) - Click Here
- The Yellow King Roleplaying Game (PDF) - Click Here
- Robin's Laws of Good Game Mastering - Click Here
- Hillfolk - A game of Iron Age Drama (Print) - Click Here
- Hillfolk - A Game of Iron Age Drama (PDF) - Click Here
- Ten Candles - A Roleplaying Game of Tragic Horror (Softcover) - Click here
- Ten Candles - A Roleplaying Game of Tragic Horror (PDF) - Click Here
- GUMSHOE One-2-One - Night’s Black Agents: Solo Ops (PDF) - Click Here
- Fall of Delta Green (Print) - Click Here
- The Fall of Delta Green (PDF) - Click Here
*Some of these are affiliate links and if you choose to use it I may earn an affiliate commission. I only promote products or services that I have investigated and feel can deliver value to you.
Please Connect with us!
- Visit our Website at www.claimtogamepodcast.com
- Sign-Up for our Newsletter - Click Here
- Jump into our free Discord Server for community - Click Here
- Join us on Patreon for exclusive content access - Click Here
- Send feedback, thoughts, or suggestions to clint.scheirer@claimtogamepodcast.com
00:00:00
>> Clint Scheirer: Did you know that you already possess all it takes
00:00:03
to be a fantastic Tabletop RPG gamer?
00:00:06
You can tell great stories with great people
00:00:09
and have fun. Today, I am super
00:00:12
excited to have Robin D. Laws who is uniquely
00:00:15
qualified to talk to you about playing to your
00:00:17
personal strengths during a Tabletop
00:00:20
RPG. Robin has over 30 years
00:00:23
experience as follows, "A writer and Game designer. He
00:00:25
even has more years of experience being a
00:00:28
lover of tabletop RPG's. He has co
00:00:31
hosted the long running podcast, "Ken and Rob Talk
00:00:34
About Stuff," diving into many topics,
00:00:37
one of which is hobby gaming. They've produced
00:00:40
more than 600 episodes and don't show any
00:00:43
signs of slowing down. And lastly,
00:00:46
Robin has written books, such as: Hamlet's Hit
00:00:49
Points, Beating the Story: How to Map,
00:00:52
Understand and Elevate Any Narrative and
00:00:55
Robin's Laws of Good Game Mastering. All of
00:00:58
which directly focus on helping GM's,
00:01:00
but I would argue all players, more
00:01:03
fully enjoy their tabletop Role Playing Game experience.
00:01:06
Welcome to claim to Game, the podcast helping busy people
00:01:09
Master tabletop role playing games one Game at a
00:01:12
time I'm Clint Scheirer. I've been an educator for
00:01:15
over twelve years and have helped gamers of all levels
00:01:17
quickly grasp Tabletop RPG's so they can
00:01:20
enjoy playing them to the fullest. Stay
00:01:23
tuned so you can make your claim to game.
00:01:26
Hey Robin, glad to have you here today. Thanks for
00:01:29
taking the time to be a part of the Claim to Game
00:01:32
Podcast. You, were a no brainer, when
00:01:35
I was thinking of people who could be on this show.
00:01:37
I've mentioned you several times in all of the different episodes
00:01:40
that we've gone through so far in season one.
00:01:43
And it's because you have a rich history which everybody
00:01:46
just heard in the intro prior to us even beginning a
00:01:49
rich history in the tabletop gaming industry. You've
00:01:52
written several books. There's just a wide breadth of
00:01:55
knowledge that, I'm hoping that we are able
00:01:58
to, glean from you tonight. So, thank
00:02:00
you.
00:02:01
>> Robin D. Laws: And thanks so much for having me. I really appreciate it.
00:02:03
>> Clint Scheirer: Great, well, we'll jump right in. The first
00:02:06
question is, how does a
00:02:08
Tabletop RPG gamer play to their
00:02:11
strengths during a Tabletop RPG
00:02:14
game?
00:02:14
>> Robin D. Laws: Well, I'm going to start by saying something very encouraging to everyone
00:02:17
listening, which is, if you've gone to the trouble
00:02:20
to listen to a podcast
00:02:23
about how to be a better player, you probably
00:02:26
don't need that podcast at all. And the people
00:02:29
we really want to encourage to be better players are the ones
00:02:32
who, it would never occur to them, to try and be a
00:02:35
better player. So the fact that you're diving in and
00:02:38
trying to do it means that you're already probably an
00:02:41
advanced player and you may be looking for the super duper
00:02:44
extra tips on top. And hopefully we
00:02:46
can delve into that a bit, today. And maybe you can
00:02:49
be a role model and provide
00:02:52
inspiration for the players in your group who are perhaps
00:02:55
just sort of showing up and not really thinking about it and
00:02:58
maybe not even putting in the full amount of effort that
00:03:01
they could.
00:03:02
>> Clint Scheirer: Yeah, I believe in one of your games it was like the social
00:03:05
gamer, or one of your books you mentioned the social
00:03:08
gamer, the person that just likes to be with other people.
00:03:11
>> Robin D. Laws: There's the casual gamer is the title I
00:03:14
use for that in Robin's Laws of Good Game Mastering and used
00:03:16
elsewhere. And that's the person who, yeah, they're
00:03:19
there to hang out with their friends. And this is a,
00:03:22
we're talking about player tips on this podcast.
00:03:25
But for the GM, the trick with the casual
00:03:28
player is to let them be the casual
00:03:30
player. And you know, that person may be the
00:03:33
one who, you know, they're the ones who make sure that you get
00:03:36
quorum and they show up and they roll the dice
00:03:39
when you tell them to and they're having a good time but they're not
00:03:42
giving you a lot of energy. And in fact, if the GM
00:03:45
or other players try to draw them in and get them to do more,
00:03:48
they'll just pull back because that's not what they're there
00:03:51
for. And so I think the great
00:03:53
overall idea that comes from the existence of
00:03:56
this player type and there are other player types as well, is that
00:03:59
there are a bunch of reasons why people
00:04:02
game and part of your job
00:04:05
as the keener, as the super gung ho player who wants to
00:04:08
sharpen their game is to realize that
00:04:11
not everybody will want to do that. And part
00:04:13
of being a really receptive player who is picking up on other
00:04:16
people's signals is seeing the signals
00:04:19
that people don't want to engage on the same level that you do
00:04:22
and see what they're there for and try and help the
00:04:25
Game Master, supply that to them.
00:04:27
>> Clint Scheirer: So whether somebody's a casual
00:04:30
gamer, whether somebody is super gung ho and they're
00:04:33
listening to this because they're the cream of the crop or just really
00:04:36
passionate, I guess there's no cream, of the crop
00:04:38
here. It's just the crop, the people that actually have.
00:04:41
>> Robin D. Laws: Yes, no player is better than other players except you,
00:04:44
the listeners of this podcast.
00:04:45
>> Clint Scheirer: Yeah, that's right. You're the elite.
00:04:47
>> Robin D. Laws: Yeah.
00:04:48
>> Clint Scheirer: But regardless of how long they've been
00:04:50
playing or why they're coming to the table, everybody
00:04:53
brings their own assets, their own strengths from real life.
00:04:56
Even though we're playing make believe, even though we're in an
00:04:59
imaginary game doing imaginary things,
00:05:02
you bring a piece of yourself to the
00:05:04
table.
00:05:05
And I'd like you to elaborate on as
00:05:08
somebody who designs and plays games and has played
00:05:10
games what do you believe are the top three
00:05:13
strengths that you've seen? And I'm sure it's hard to
00:05:16
categorize them as these being better than other strengths or
00:05:19
whatever, but maybe just what are three strengths that
00:05:22
you find players exhibit that you find very
00:05:25
helpful to create that cohesiveness or
00:05:27
allow people to want to be at the table
00:05:30
and better other people's experience?
00:05:32
>> Robin D. Laws: Well, the really lucky Game Master has one
00:05:35
player, ideally, one, not two, who exhibits quiet
00:05:38
leadership. And this is, "The
00:05:40
capacity to help move things along,
00:05:43
prevent them from getting bogged down, to sort of mediate and
00:05:46
guide decisions and assist the
00:05:49
GM in, maintaining pacing without ever
00:05:52
seeming to do so. And that is a
00:05:55
rare set of ingredients. But when you have
00:05:58
someone in the group who does that, you may
00:06:01
wind up crediting the Game Master with the pacing
00:06:03
that the quiet leader is supplying. So
00:06:06
if you're looking for something to do to expand
00:06:09
your portfolio, if you're not already that player,
00:06:12
look for ways to facilitate, what is going
00:06:15
on. Put away the idea of, well, I
00:06:18
have to have this moment or I need this to happen and
00:06:20
instead reconfigure to "What is the whole
00:06:23
group experience and how can I enhance
00:06:26
that." And part of that is picking up cues that
00:06:29
the Game Master is giving. Part is
00:06:32
seeing what other people are sort of getting blocked on when you bog
00:06:35
down in discussion and sort of move them past those
00:06:37
blocks. And part of it is just letting everybody go
00:06:40
on and feel that they contributed and then going, right, here's what we're going to
00:06:43
do. And then you convince them that they're the ones who decided to do
00:06:46
the thing that you've decided to do. That, skill will stand
00:06:49
you in good stead. You can make good money having that skill. And at
00:06:52
the gaming table, it can make all the difference between
00:06:55
a fun game session
00:06:58
and, one where everything just sort of gets sideways
00:07:00
and you're banging your head against each other trying to find,
00:07:03
a way to move forward in something that should just be light and
00:07:06
fun.
00:07:07
>> Clint Scheirer: Now, you said something interesting robin
00:07:09
cues. Picking up on cues, cues from your
00:07:12
GM, your Game Master, cues from other people. At
00:07:15
the table, we talk about. And at least when you
00:07:18
play dungeons & Dragons, we talk about the, you know, the
00:07:21
D20 20 roll, the perception check. Right. You're kind
00:07:23
of making your own perception check at the
00:07:26
table of, facial expressions, body
00:07:29
language. What things do you look for?
00:07:32
Or what things, when you're playing a game, whether you're a
00:07:34
player or if you're the Game Master, what cues
00:07:37
are you looking for from your fellow players?
00:07:40
To be a quiet leader or to move
00:07:43
things ahead in the story? What are you looking for as far as
00:07:46
cues?
00:07:46
>> Robin D. Laws: Well, any story, is more entertaining if there
00:07:49
was forward momentum, accepting
00:07:52
possibly some experimental narratives that are beyond our
00:07:55
a purview here. But certainly any adventure
00:07:58
story is about forward momentum and the,
00:08:00
idea that things are moving in one direction or another, whether that
00:08:03
is improvised or determined by a mission, is
00:08:06
essential to whether you're going to have a great time at the game table
00:08:09
or not. And I talked about cues earlier,
00:08:12
but I think a metaphor that is really useful is the metaphor
00:08:15
of the Ball. Just as in a
00:08:18
conventional game of, you know, volleyball, or
00:08:20
basketball or whatever it is, the question to start off
00:08:23
with is, where is, "The Ball?" So if
00:08:26
you're showing up as follows, "A player, the most obvious,
00:08:29
ball to grab and play with, to be the focus of play
00:08:31
is, "What is the mission that the GM is setting out for you
00:08:34
to achieve in this adventure?"
00:08:37
In the simplest D & D environment, that
00:08:40
question is solved for you in that the Ball, the object of
00:08:43
play is the dungeon, and you move forward through the dungeon,
00:08:46
and you control the area as you move through the
00:08:49
rooms and learn to master the
00:08:52
space. And that's why D & D is continues to
00:08:55
be such a powerful game, is that so much of the
00:08:57
momentum issue is taken care of by the
00:09:00
structure of the game. But if you're doing something that
00:09:03
is more narrative or an investigation
00:09:06
or a superhero game or something where there is
00:09:08
more plot other than just going down a hallway
00:09:11
and banging the doors open, the first
00:09:14
question is, "What Ball has the
00:09:16
GM set out that you are supposed to grab
00:09:19
and run with and do something with." Very early on in the
00:09:22
hobby, through a strange dynamic that I
00:09:25
think is sort of explained mostly by
00:09:28
nerd adjacent personality traits, it
00:09:31
became very typical for a lot of players to
00:09:34
feel that the GM should have to sell you
00:09:37
really hard on embracing the premise
00:09:40
or in this metaphor of picking up the ball. And
00:09:43
so the second piece of big advice I would give
00:09:46
you is as a player is, "See what
00:09:49
ball we're supposed to pick up and pick it up.
00:09:51
And assist the GM in. if other people sort
00:09:54
of lean back and demand that, the GM
00:09:57
sell them on the mission, find ways to help
00:10:00
sell them on the mission and move them forward into that.
00:10:03
In a more sort of sandboxy game where the GM does not
00:10:06
necessarily have a mission plan for your every evening, the
00:10:08
next thing to do when you're showing up at a game session
00:10:11
is to bring a ball. Come up with
00:10:14
something ideally, ahead of time that you
00:10:17
want to do that supplements what, you know,
00:10:20
the Game Master is doing rather than hijacks
00:10:23
it and introduce that into the thing and have a
00:10:26
thing to do. So that if you've got a more sort of city based
00:10:29
or sandboxing game and one where the GM says, "Well,
00:10:32
here's where we left off this week, what is everybody going
00:10:35
to do? Does anybody want to do anything?" Often
00:10:37
even in a game where the players are supposed to take the wheel or
00:10:40
take the ball, I guess, and run with it,
00:10:43
often the players will just go, "Well, I don't know." So
00:10:46
have an answer to that question. Have in the back of your mind
00:10:49
something that you want to bring about that doesn't
00:10:52
clash with the premise of the campaign, if it's
00:10:55
a sandbox game, or with the mission that is laid out
00:10:58
before you or when you're given the mission, think of
00:11:01
what is something that it, would be really cool for my character to
00:11:04
work toward that makes sense in context of, this.
00:11:07
And then the third level of ball handling is to
00:11:10
see who else has the ball and what you can
00:11:13
do to supplement it. So in that case, you see another
00:11:16
player stepping forward to doing something that they want
00:11:19
to do and bring about a sort of a cool signature
00:11:21
moment. And on, one level, it's sort of fun to sort
00:11:24
of have banter and bickering back and forth to provide
00:11:27
a foil to them and sort of argue, you know, back and
00:11:30
forth as to why, that's a silly thing to do or
00:11:33
to have a different perspective that adds conflict, that's
00:11:36
fun. But even more so is how do you
00:11:39
see what they're doing and enhance what it is that they're
00:11:41
doing? Understanding cues, or seeing
00:11:44
where the ball is is a matter of, look at everybody
00:11:47
else around the room, look at what it is that they seem to be
00:11:50
trying to work toward and ask yourself,
00:11:53
"How can I help further that thing
00:11:55
while also doing my thing, the thing I
00:11:58
enjoy."
00:11:58
>> Clint Scheirer: It makes me think of improv. The laws of
00:12:01
yes, and. "Oh, yeah, yeah, yeah, and...
00:12:04
why don't we do this?" Or, "Oh I see, you're doing this,
00:12:07
and I can help." Sometimes that's
00:12:09
mechanical, sometimes it's narrative.
00:12:12
But I love that idea of the ball. That's,
00:12:15
gosh, that's new to me to actually put that as
00:12:18
a physical analogy of something.
00:12:21
But I've always heard that in improv. Yes. And.
00:12:23
going along with this. So you've talked about the strengths,
00:12:26
quiet leadership, helping, moving things
00:12:29
forward, coming to the table with something
00:12:31
that when you're asked, you can say, "Oh, yeah, I
00:12:34
given some thought to this, and I can talk." What are the number one
00:12:37
obstacles that get in the way of players enjoying
00:12:40
themselves at the table?
00:12:42
>> Robin D. Laws: Well, members of our nerd tribe are very
00:12:44
thinky, and they are very good at talking
00:12:47
themselves out of having a good time You may
00:12:49
find yourselves in a group giving
00:12:52
commentary as the critical,
00:12:55
"This wouldn't happen. Unsuspending my suspension of
00:12:58
disbelief," people around the table. First of all, make
00:13:00
sure that you don't pick apart the realism of what's
00:13:03
happening. You might be able to enjoy the fact that you're using
00:13:06
certain conceits to move the story along,
00:13:09
but try not to get bogged down in the
00:13:12
outer minutiae of the setting
00:13:15
if it gets in the way of the story. Right? There's a reason in Star
00:13:17
Trek why they never give you a star map that
00:13:20
lays out the times and distances between all the
00:13:23
different planets, which is that in some
00:13:26
episodes, you need the characters to get to the Klingon home world right
00:13:29
away. Other episodes, you need them to take a while to get
00:13:32
there, and it varies depending on story
00:13:34
demands. Realize that realism is a
00:13:37
veneer, that is meant to bring you in and engage
00:13:40
you without, being something that you need to
00:13:43
nitpick to death. Another thing to catch yourself out of doing
00:13:45
is being a veto point and being the person who's
00:13:48
saying, well, no, this plan won't work. Part of that is you
00:13:51
may be applying a real
00:13:54
world logic to an adventure genre
00:13:57
story which dies if you apply real world
00:14:00
logic to it. Part of it is that some
00:14:02
people feel empowered by saying, "No." Those
00:14:05
people don't listen to this podcast I'm sure. When you're in a
00:14:08
discussion and things are bogging down and you can't decide what
00:14:11
to do, part of that is that people may have radically
00:14:14
different expectations of what's happening, and you want to
00:14:17
review and look at what all the points are part of
00:14:20
a discussion, and this is mainly when pacing goes awry
00:14:22
is when the GM just hands the pacing reigns
00:14:25
completely to the players and then there's no
00:14:28
leadership. As potentially the quiet leader,
00:14:31
look for all of the suggestions that have been put forward.
00:14:34
Look at the ones that got shot down immediately because one of
00:14:37
those is probably the obvious thing that the GM
00:14:40
expects you to do. Any universe that allows
00:14:42
players to be her characters to be heroic is
00:14:45
one in which, the GM will give you a shot of success if you just
00:14:48
do something. Darn it!
00:14:50
>> Clint Scheirer: Do you have an example of a character you
00:14:52
played or maybe one of your players who was
00:14:55
bold that way in a game? Like a memory
00:14:58
of a game that you played or that somebody else was involved in
00:15:01
and you're just like, "Yes! You went for it. You went for the
00:15:04
impossible task and it paid off."
00:15:06
>> Robin D. Laws: I was in an Elrich game at a convention where I got the
00:15:09
opportunity to play a ringer. So this was a
00:15:11
classic character who, they were along in this mission to visit
00:15:14
a prince. The character seems to be a useless
00:15:17
upper class fop. Then when he gets to the
00:15:20
palace, he drops the veneer and it turns out, oh no,
00:15:23
he's the cold, blunt assassin who's there
00:15:26
to kill the prince. If you were just
00:15:29
normally to go into that and surprise all
00:15:32
the players with a ringer, they might like, recoil from that. But
00:15:35
if the I, was able to make the fop funny enough
00:15:38
and engaging enough that people enjoyed having him around, and
00:15:41
then that, made it all the bigger shock when this other
00:15:44
character turned out to be the real person and started
00:15:46
ordering them around and telling them to do things that they didn't necessarily want to do,
00:15:49
but they were so gobsmacked, but at the same time
00:15:52
entertained, that they, went along with
00:15:55
it. And so I think that's the trick of making a bold
00:15:58
swing work, is to make sure that
00:16:01
you're not doing it in spite of all of the
00:16:04
other players and what they enjoy, but that you're making sure
00:16:07
it's something they enjoy too. And if you do something
00:16:10
really big and everybody is freaked out by
00:16:12
it, first of all, break character briefly and
00:16:15
say, well, do you really want my guy to do this? Because I can
00:16:18
adjust and, that's something players rarely do.
00:16:21
GM's do it more. But you as a player can always break character
00:16:24
and step into authorial mode in order to
00:16:26
avoid something weird from happening. It may be a
00:16:29
coincidence, but in the rare times I play, I'm usually handed the character
00:16:32
sheet of the really evil badass for some reason.
00:16:35
There was another Fall of Delta Green Game where I
00:16:38
was given the sergeant most likely to frag
00:16:41
his superior officer. And of course, as
00:16:44
soon as an opportunity occurred for that to happen, I
00:16:47
said, "Well, my guy gets out his grenade." And then I stopped and
00:16:50
said to the player, Steve, the player playing the,
00:16:53
officer character, I said, "Okay, now we can have this go the other
00:16:56
way. Do you really want this to happen?" And in that case, the player
00:16:59
went, "Oh, yeah, blow me up with a grenade. I'll be a ghost for the rest
00:17:02
of it." And, he was perfectly happy, happier, I think,
00:17:04
being, the horrible ghost haunting the, rest of the
00:17:07
squad as the adventure continued.
00:17:09
>> Clint Scheirer: Had the image of Bob Ross. It's a
00:17:12
happy little accident getting blown up by a grenade. A few
00:17:15
times.
00:17:16
You've brought up what players are
00:17:18
expecting at the table. Some, groups will
00:17:21
have a session zero to sort of set
00:17:24
those expectations. Like, this is the theme.
00:17:27
These are the, you know, this is a serious game. Like we're
00:17:30
going for epic or we're going for slapstick
00:17:33
comedy here. Like slip on as many bananas as you
00:17:36
want. There's the expectation set before the
00:17:39
game happens. Usually it's a whole session in its own, a whole
00:17:42
getting together and then coming back later to play the game.
00:17:45
That's a little bit harder at a convention, right.
00:17:48
You may not have that extra session zero
00:17:51
time
00:17:51
>> Robin D. Laws: Yeah, if it's a four hour slot, your session zero
00:17:54
is 15, minutes.
00:17:55
>> Clint Scheirer: Right.
00:17:56
>> Robin D. Laws: And so the thing there is to, you know, lock in immediately and
00:17:59
figure out what you're doing. Now, a lot of that work, of course, in a typical
00:18:02
con run is done with pre gens. When you're
00:18:05
playing at a convention and you're handed a character
00:18:07
sheet, look, for where the ball is on the
00:18:10
character sheet. Look at what you're being expected
00:18:13
to do, by, whatever is indicated for you.
00:18:16
And, it's very common to have things like the
00:18:18
character who is a ringer in those things
00:18:21
in order to create excitement and make sure something
00:18:24
happens and happens between the players. If you have the
00:18:27
opportunity to sort of paw through the character sheets, find
00:18:30
the one that has the ball that immediately
00:18:33
appeals to you or the thing that you think you can play the best.
00:18:36
But, one way or the other ask, "What is the
00:18:39
request being made of me by this character sheet?"
00:18:42
Because an analogy I often draw for GM's is
00:18:44
that when a player creates a character sheet
00:18:48
that's, like their order at a restaurant, they're saying, "These are the
00:18:50
things that I would like to do and have happen in the course of the
00:18:53
campaign. What can we do to bring these out?" And
00:18:56
so to flip that on its head, as a player, when you're
00:18:59
presented with a character, sheet, ask
00:19:02
yourself, "What question is this asking of
00:19:05
me? What cue am I being given? What is the
00:19:08
ball and how do I pick it up and be ready to run with it?"
00:19:10
>> Clint Scheirer: Now, it's okay if you don't have an example of this, but I'm curious, is there
00:19:13
a time where you've seen the ball dropped? The
00:19:16
ball was there and completely,
00:19:19
like, either dropped or the person refused to hold onto the
00:19:22
ball. And it, like, what. What happened
00:19:25
when that that occurred? If you have an
00:19:27
example,
00:19:28
>> Robin D. Laws: Well, I don't want to bust anybody, so I'll talk in more general terms.
00:19:31
>> Clint Scheirer: Very good.
00:19:31
>> Robin D. Laws: But that kind of premise rejection
00:19:34
of refusing to pick up the ball remains
00:19:37
super common. And even in playtest reports that I get
00:19:39
when getting playtest feedback on scenarios, and so
00:19:42
forth, will quite often have bits where, well,
00:19:45
the players just didn't want to do this. They didn't. They saw where
00:19:48
the plot hook was, but they just didn't feel convinced that
00:19:51
they should pick it up. I don't know if there's a generational thing where
00:19:54
younger players who are raised more on
00:19:57
watching, actual plays, where the people
00:20:00
are coming into it with a lot of improv background or a lot
00:20:03
of improv spirit and just naturally pick up the ball. So
00:20:06
maybe this is a self correcting problem over time
00:20:08
but it remains extremely common
00:20:11
for players to reject the
00:20:14
premise. They're like, "You haven't talked me into this hard enough."
00:20:17
Whereas, I would hope that eventually, over
00:20:19
time that everybody will have the assumption that
00:20:22
my job is to engage with the
00:20:25
premise. By engaging with the premise, I can help bend
00:20:28
it in a way that I find more interesting. But
00:20:31
I'm not here to be. I'm not a
00:20:34
reluctant customer waiting to be sold a car.
00:20:37
I'm a participant in a creative process that depends
00:20:40
on everybody getting in sync and deciding
00:20:42
to, do something. And that if there's something
00:20:45
you don't want to do, just, saying, well, my character wouldn't do
00:20:48
that, is an automatic roadblock.
00:20:51
Right? And everybody's had that happen in game. And that's
00:20:53
not just the character, dropping their player, dropping the ball.
00:20:56
It's the player very deliberately smacking the
00:20:59
ball down in the court and walking away. And
00:21:02
so if you feel that impulse, if you feel, well,
00:21:05
my character wouldn't do that, or I don't want to have my
00:21:08
character do this instead of just saying no,
00:21:11
but my character would do this thing
00:21:14
which also moves the narrative toward the goal
00:21:17
in another way that is also interested and active,
00:21:19
rather than just having me
00:21:22
veto what's going on and waiting for everybody else to petition
00:21:25
me for permission to go forward.
00:21:27
>> Clint Scheirer: That's so interesting. So in your,
00:21:30
terminology of the Laws of Good Game
00:21:32
Mastering, I'm a method actor. Very much
00:21:35
so. As a player, I want to do the things my
00:21:38
character would do and be the character,
00:21:41
even if it's to the detriment of the group sometimes. And I've had to
00:21:44
learn if it's not moving the story forward, it's
00:21:47
usually not fun anymore.
00:21:49
>> Robin D. Laws: Right. If it's actively annoying everyone else around you at
00:21:51
the table that's the textbook
00:21:54
definition of selfishness, right? It's like, how can I? And
00:21:57
so the question then becomes not just, "Well, how do I not
00:22:00
do the thing I want to do?" but, "How do I make the
00:22:03
thing that I want to do be satisfying to everybody
00:22:06
else in a way that makes them glad that I did it?" Are you
00:22:09
adding fun, or are you having fun at everyone's expense? So
00:22:12
the classic sort of, strangely
00:22:15
enough, method actors, I don't know if this is true for you, tend to
00:22:17
prefer sort of brooding, loner characters who kind of want
00:22:20
to go off and do things on their own.
00:22:22
>> Clint Scheirer: I'm pretty sure I was a grumpy wookiee when I made a
00:22:25
very poor choice. That left us all, I think, in a
00:22:28
derelict ship somewhere in the galaxy.
00:22:31
>> Robin D. Laws: Yeah. So the grumpy wookiee, if
00:22:34
the grumpy wookiee is like, grumpy,
00:22:36
while reluctantly going ahead and doing
00:22:39
the thing, that's a basic narrative
00:22:42
trope that works, right? The character who complains about doing
00:22:45
the thing while doing the thing, that's fine. But the
00:22:47
grumpy wookiee who won't get out of the ship, is
00:22:50
another problem, or you know, the one that, won't
00:22:53
go along with the rest of the group. So you have to find a way.
00:22:56
Just, like in a horror game, a lot of players want to protect
00:22:59
their characters even though they've signed up for a
00:23:02
horror game and won't go in and do the scary things
00:23:05
that they need to do in order to be horror characters.
00:23:08
Again, it's a question of how do you embrace the premise,
00:23:10
in that case of the genre and acknowledge that
00:23:13
you have agreed not only to play a horror game,
00:23:16
but to play a horror character who will make
00:23:19
the sort of bold horror character,
00:23:21
choices that will get them into horror trouble?
00:23:24
>> Clint Scheirer: Ten Candles is one of my favorite Halloween
00:23:27
RPG's. In the premise of the game, it starts
00:23:30
out saying your characters will not make it. Just
00:23:33
flat out like, eliminated the, try to survive.
00:23:36
Nope, you are not trying to survive. You were trying
00:23:39
to tell a really good story and that's the
00:23:41
goal. So if it sounds good, if it sounds cool, if
00:23:44
it's something that's within the genre, go with it. It's like
00:23:47
they've been given permission to not try to save their
00:23:50
character.
00:23:51
>> Robin D. Laws: Convention scenarios, in particular in the horror genre, will
00:23:54
set that out and players will be disappointed if their characters don't go
00:23:56
insane and or die. But, there are other
00:23:59
horror games where it is sort of expected that you will try
00:24:02
to keep your character alive and care about them and want them to
00:24:05
continue. So you have to balance that in the way that
00:24:08
a episode of a horror based television
00:24:11
show would do that. And that's often, I think, a good way. So if
00:24:13
you're sort of getting stuck on, "How do I do
00:24:16
this and still play the character I want to play and do the things I want
00:24:19
to do?" Stop for a second. Go, "Well, if this was a
00:24:22
movie, you, know, if this was the new Star Wars
00:24:25
show on Disney + and there was a
00:24:28
grumpy wookiee character and, he was mad and
00:24:31
he was on the ship while everybody else went off into
00:24:33
the derelict starbase, what would happen
00:24:36
in the show?" Well, what would happen in the show is relatively
00:24:39
quickly, he would show up to stage a surprise
00:24:42
rescue. If you tend to make boring
00:24:45
choices while you're trying to do the thing you want to do,
00:24:47
or refuse to do the thing that
00:24:50
you, want to do, because it seems like your character wouldn't do that. Just
00:24:53
say, "Well what satisfying choice would happen
00:24:56
in the tv show of this?" And then do that.
00:24:58
>> Clint Scheirer: Is there a game that you feel sets up
00:25:01
the premise very well for the expectations of both
00:25:04
the genre and what the game's all about, like,
00:25:07
whether you played it at a convention, whether it's one that you've worked on
00:25:10
or other people that you know have worked on, is there a game that you
00:25:13
find is very helpful in setting those
00:25:16
expectations for the characters right off the bat?
00:25:18
>> Robin D. Laws: I think most modern games do that because most modern
00:25:21
games have, first of all, what's called a core activity
00:25:24
where they define who the characters are
00:25:26
and what it is that they do. You are modern
00:25:29
agents fighting a secret occult conspiracy,
00:25:32
or you are vampires engaged
00:25:35
in intrigue and the secret, blood sucking
00:25:38
history of your city or you are roving members
00:25:41
of a, Starfleet going around, solving
00:25:44
space problems. So most contemporary games
00:25:47
do that. Over time I've designed things into my
00:25:50
games that sort of further that. And one of those, for
00:25:52
example, in some of the Gumshoe horror games
00:25:55
is to make sure that characters have drives. And this is
00:25:58
where you have to, as a player, pick or
00:26:01
invent the reason why you get into the sort of
00:26:04
trouble that the genre
00:26:06
contains. What happens when you fall into
00:26:09
that trap of thinking more like a real
00:26:12
person than like a horror adventure
00:26:14
character or you know, you get too scared and not
00:26:17
want to do things? The GM can just say, "Well,
00:26:20
actually you probably do go down into
00:26:23
the basement with the skittering spider noises
00:26:26
because of, your drive. Remind me what your drive is and then
00:26:28
explain why it is that you do that. And so you look at your character,
00:26:31
"Oh right. I'm protective of people around me and they're
00:26:34
going to go down and I guess I have to go down into the spider basement
00:26:37
with them." That's a very specific, clear,
00:26:40
direct example of a mechanism
00:26:43
that's designed to achieve exactly the thing that we're talking about.
00:26:46
>> Clint Scheirer: Have you ever seen a strength that went too
00:26:49
far? It's good in itself, but then
00:26:52
it went too far and now it's negatively affected the Game.
00:26:54
I think the phrase I'm using is strength gone astray.
00:26:57
>> Robin D. Laws: What I would say more is that for each playstyle
00:27:00
there is a dark side. If you are, the casual
00:27:03
gamer, but you're completely checked out or you're looking at your
00:27:06
phone or you're reading a comic book instead of paying
00:27:09
attention, well, that's the dark side, right?
00:27:12
You've gone from being a light contributor to
00:27:14
detracting from what's going on. If you're a method
00:27:17
actor who says, "My character wouldn't do that," and stops the
00:27:20
action, that is the dark side of that character type.
00:27:23
If you're a tactician who gets
00:27:26
upset whenever conflict occurs that they can't
00:27:29
completely derail and prevent interesting things to happen
00:27:32
through superior preparation, that's the
00:27:35
dark side of that character style. Or
00:27:38
the person who shows up and they just want to be the butt
00:27:40
kicker, they want to have combats and that's mostly what they're interested
00:27:43
in. And if they get into a situation
00:27:46
where the characters, other player characters
00:27:49
are talking to the people in the tavern and you go, "Next
00:27:51
fight!" Or you go, "I find someone
00:27:54
tough and punch him in the nose!" That's again, the
00:27:57
dark side of that playstyle because or the selfish
00:28:00
side, right? Is that you're paying attention only to the thing that you
00:28:03
want, and your attention span has been so
00:28:06
completely blown out that you can't
00:28:09
tolerate other people having the stage for a while.
00:28:12
Now it may be that everyone else has forgotten that you're
00:28:15
a butt kicker and they've been talking in the tavern for 3
00:28:17
hours and you think there's not going to be a fight. But punching
00:28:20
the nearest guy without regard to consequences is
00:28:23
perhaps not as fruitful an answer to that problem
00:28:26
as, "Hey, can we move things along so we can get to the
00:28:29
dungeon and at least, you know, have one combat encounter?"
00:28:32
Is probably the better way to handle that.
00:28:34
>> Clint Scheirer: So people have talents.
00:28:36
Sometimes they can go too far, go to the dark side.
00:28:39
Sometimes they help move the narrative forward. When they're grabbing
00:28:42
the ball and taking what's been offered
00:28:45
to them and everybody's having a great
00:28:48
time That's like ideal. How can
00:28:51
listeners best hone
00:28:53
their strengths? What is the best
00:28:56
way to do this? And then also, are there any resources
00:28:59
that can help them hone these strengths?
00:29:01
>> Robin D. Laws: Well, there's a ton of great, books and
00:29:04
articles on, role playing style. And you,
00:29:06
can, I think, probably easily find those. I guess
00:29:09
the final thing I would say in this regard is try
00:29:12
honing your attention. Your ability to pay attention,
00:29:15
what the other people in the room or the other people
00:29:18
on the zoom game, which is
00:29:21
immediately, five to seven times harder. Pay
00:29:24
attention to what it is that they pick up, which is just
00:29:27
yet another way of saying, "Keep an eye on the ball.
00:29:29
Look for the ball. Bring your own ball. See who else has
00:29:32
got a ball." Just the exercises of asking yourself, "What is
00:29:35
the ball and who's got the ball? And what can I do when I get the ball?"
00:29:38
is I think, a pretty straightforward, way of tackling
00:29:41
that.
00:29:41
>> Clint Scheirer: Pay attention, Pay attention to the ball. Pay
00:29:44
attention to others.
00:29:45
Before we wrap things up, do you
00:29:48
have any current projects, anything that's up and coming,
00:29:51
anything that you're excited about, that's about to
00:29:54
release or that you've been working on for a while?
00:29:56
>> Robin D. Laws: The most recent thing, that I did that's actually out,
00:29:59
has been out for a while, and that's the Yellow King Role Playing
00:30:02
Game from, Pelgrane Press. So, if you want
00:30:04
to look at something that you can actually currently pick
00:30:07
up, I would go for that. There's a bunch of, support
00:30:10
material for that as well. Things I have in the pipeline
00:30:13
are a Cassilda's Song, which is a giant mega
00:30:16
campaign for that game, for the Yellow King Role Playing Game.
00:30:19
And I've also got a game coming out also through
00:30:22
Pelgrane the working title is First Edition.
00:30:25
That may change, but what it is is it's a one
00:30:28
GM, one player game, of
00:30:31
interpersonal interaction and dramatic development.
00:30:34
So it's a game that would allow you to play, for example, a
00:30:36
pastiche of the Great Gatsby, or to be a
00:30:39
character in a shakespearean comedy, or
00:30:42
a more serious, non adventurey kind of science
00:30:45
fiction story. And that sort of
00:30:48
builds both on the game Hillfolk that I did and uses
00:30:51
the basic mechanics of that, but also
00:30:54
the lessons that I learned designing the Gumshoe One - 2 - One
00:30:57
games. Which again, are one player and, one
00:31:00
GM.
00:31:00
>> Clint Scheirer: Awesome. I have heard so much about Hillfolk. I haven't
00:31:03
played it yet. I'm excited for the
00:31:06
one - on - one game that you talked about, First Edition. There are
00:31:09
some really cool solo rpg's that have
00:31:12
come out. The fact that a GM can
00:31:15
almost like. It almost feels like a concierge experience
00:31:18
for an RPG there. When you're doing it, just the GM and
00:31:21
one player.
00:31:22
>> Robin D. Laws: It's a super intense experience because you're both on
00:31:25
stage the whole time and you cover ground
00:31:28
really rapidly because there's no part where you stop
00:31:31
and discuss with the other characters what it is that you're going to
00:31:33
do. And it creates something that is much more
00:31:36
like a novel or a dramatic
00:31:40
movie with a single protagonist than
00:31:43
people, are probably used to from, most other role playing games.
00:31:45
>> Clint Scheirer: Super cool. Robin, where can people find you
00:31:48
online if they want to reach out? Obviously they
00:31:51
can go look at the materials. on Pelgrane Press,
00:31:54
you have several books out, ones that I've read myself.
00:31:57
Like, where can they find you if they wish to connect or just
00:32:00
say.
00:32:00
>> Robin D. Laws: Hey, you can find me on Bluesky, that's
00:32:03
@robindlaws.bsky.social or I'm also on Mastodon at
00:32:06
@robindlaws@dice.camp.
00:32:06
>> Clint Scheirer: And are there any questions you think I missed in
00:32:09
relation to player strengths or
00:32:12
encouragement that you would give players of any
00:32:14
type that you just feel like if we didn't say it,
00:32:17
it would be a shame?
00:32:19
>> Robin D. Laws: I think you and I have both done a superlative job and
00:32:22
can pat ourselves on the back and go off and
00:32:24
have the beverage of our choice, having answered every question
00:32:27
that is possibly posable in this situation.
00:32:30
>> Clint Scheirer: Well, Robin, thanks for being here. Thanks for your time and,
00:32:33
we hope to have you again sometime soon.
00:32:35
>> Robin D. Laws: Okay, well, thank you so much for inviting me on.
00:32:37
>> Clint Scheirer: Join us next time as we continue our Quest
00:32:40
claiming Goblin Quest. With two rules hacks down,
00:32:43
we've got five more to go. Our next one revolves around the
00:32:46
unfortunate destiny of English actor Sean
00:32:49
Bean. Not good with actor names? Well, he's
00:32:52
known for playing Boromir in the Lord of the Rings trilogy and
00:32:55
Ned Stark in Game of Thrones. The Claim to
00:32:58
Game Podcast has but one mission, helping busy
00:33:01
people master tabletop role playing games one game at a
00:33:03
time. Can you not get enough of the CTG Podcast?
00:33:06
Would you like to connect with like minded gamers who also want
00:33:09
to learn more about the Tabletop RPG's you can play out
00:33:12
there? Find access to our Discord server, Claim
00:33:15
to Game, by clicking on the link in the show notes or visit
00:33:18
the official, website claimtogamepodcast.com. Our community is
00:33:21
a safe place to learn, share resources, and grow.
00:33:24
Enjoy the CTG Discord community today.
00:33:27
And until the next time we make our claim to game,
00:33:30
one game at a time.